Systems for coordinating a distributed game in a gaming environment

ABSTRACT

Various embodiments of a gaming system for coordinating a distributed game in a gaming environment are disclosed herein. According to one embodiment, the gaming system includes a network of game managers. In the network, each game manager is dynamically interconnected with one or more of the other game managers, and the dynamic interconnections are based on a game manager criteria or gaming data. The gaming system also includes a plurality of groups of gaming machines. The first game manager receives game requests from the first group of gaming machines to initiate a game. The first game manager initiates the game if a sufficient number of game requests are received by the first game manager. Alternatively, the first game manager forwards the game requests to an appropriate game manager if the first gaming machine manager receives an insufficient number of game requests.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.12/264,852, filed Nov. 4, 2008, entitled SYSTEMS FOR COORDINATING ADISTRIBUTED GAME IN A GAMING ENVIRONMENT, which is hereby incorporatedby reference. This application is related to U.S. patent applicationSer. No. 12/264,863, which was concurrently filed on Nov. 4, 2008,entitled METHODS FOR COORDINATING A DISTRIBUTED GAME IN A GAMINGENVIRONMENT, and which is hereby incorporated by reference.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

TECHNICAL FIELD

The description relates generally to wide-area, distributed gamingsystems.

BACKGROUND

The rapid advances in computer and software technologies has allowed thegaming industry to offer a large variety of highly sophisticated andentertaining gaming options to casino patrons. For example, a typicalcasino offers a variety of electronic wagering games, such as video andmechanical slots, video poker, blackjack video keno, video bingo, videopachinko, craps, roulette, and the like. These games are typicallyimplemented as software applications that run on special-purposecomputerized gaming machines. The gaming machines are, in turn,connected into gaming networks, such as an Internet Protocol (IP) basedlocal or wide area networks. The size of such gaming networks frequentlyreaches several thousand gaming machines.

Typically, gaming networks use a hub-and-spoke topology, in which gamingmachines are connected to one or more centralized gaming servers. Thegaming server(s) manage and control operation of the gamingapplications, as well as provide various services to the gamingmachines, such as billing and user authentication services. The size ofthese gaming network and a large amount of network traffic generated bythe gaming machines and servers in a gaming network having hub-and-spokearchitecture can sometimes result in difficulties related toconfiguration, management, and resource allocation. Moreover, there canbe inherent limitations that exist in this type of network architecturethat sometimes impede the development of gaming applications that runacross multiple gaming machines, particularly when attempting to providehighly dynamic and interactive gaming environment to casino patrons.

SUMMARY

Briefly, and in general terms, various embodiments disclosed herein aredirected to systems and methods for coordinating a distributed game in agaming environment. According to one embodiment, the gaming systemincludes a network of game managers. In the network, each game manageris dynamically interconnected with one or more of the other gamemanagers, and the dynamic interconnections are based on a game managercriteria or gaming data. The gaming system also includes a plurality ofgroups of gaming machines. The first game manager receives game requestsfrom the first group of gaming machines to initiate a game. The firstgame manager initiates the game if a sufficient number of game requestsare received by the first game manager. Alternatively, the first gamemanager forwards the game requests to an appropriate game manager if thefirst gaming machine manager receives an insufficient number of gamerequests.

In another embodiment, the gaming system includes a plurality of groupsof gaming machines in which each group of gaming machines is incommunication with a dedicated game manager. The gaming system alsoincludes a network of dedicated game managers in which each dedicatedgame manager is dynamically interconnected with one or more of the otherdedicated game managers in the gaming system. The dedicated gamemanagers operate in a cooperative manner to gather a sufficient ofnumber game requests from the plurality of groups of gaming machines inorder to initiate a gaming session.

In yet another embodiment, the gaming system includes a plurality ofgroups of gaming machines. The gaming system also includes a pluralityof game controller devices in which each game controller is incommunication with a group of gaming machines. The gaming system furtherincludes a plurality of game managers in communication with theplurality of game controller devices. Each game manager is dynamicallyinterconnected with one or more of the game managers in the gamingsystem. The game managers operate in a cooperative manner to gather asufficient number game requests from the plurality of groups of gamingmachines in order to initiate a gaming session.

In addition to gaming systems, various methods for coordinating adistributed game in a gaming system having a network of game managersand one or more gaming terminals are disclosed herein. According to onemethod, a player request is received at a dedicated game manager toparticipate in a distributed game where the dedicated game manager is incommunication with other game managers in the network. The dedicatedgame manager then determines whether it is an appropriate session hostto satisfy the player request. If the dedicated manager is deemed theappropriate session host for the distributed game, play of thedistributed game is managed at the dedicated game manager. Otherwise,the player request is forwarded to the appropriate session host.

In yet another method, a player request to participate in a distributedgame is received at a dedicated game manager that is in communicationwith other game managers in a network. If the dedicated manager isdeemed the appropriate session host for the distributed game, play ofthe distributed game is managed by the dedicated game manager. If thededicated game manager is not the appropriate session host, the playerrequest is forwarded to the appropriate session host. Alternatively, ifthe player request can not be forwarded to the appropriate session host,a second gaming session is created with the dedicated game manager beingdesignated as the default session host.

Other features and advantages will become apparent from the followingdetailed description, taken in conjunction with the accompanyingdrawings, which illustrate by way of example, the features of thevarious embodiments.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of one embodiment of a gaming system.

FIG. 2 is a block diagram of another embodiment of a gaming system.

FIG. 3 illustrates game flow for the gaming system shown in FIG. 1.

FIG. 4 is a block diagram of another embodiment of a gaming system.

DETAILED DESCRIPTION

Various embodiments disclosed herein are directed to systems and methodsfor coordinating a distributed game in a gaming environment. Generally,the gaming system presents a distributed game to one or more gamingterminals, in which the distributed game may be a Class 2 bingo, lotto,or lottery game. The gaming system also includes a plurality of gamemanagers, which are responsible for coordinating and managing play ofthe distributed game. Each of the game managers is fully accessible toother game managers in the gaming system. This accessibility allows agame manager to dynamically form interconnections with other gamemanagers in the system. Given this dynamic structure, game requests(received at a game manager) may be satisfied or quickly routed to anappropriate game manager within the gaming system. As a result, thegaming system maximizes game play by reducing the time needed to obtaina sufficient number of game requests since the gaming requests receivedat a local game manager may be forwarded onto a busier game manager thatcan satisfy the request. Additionally, game play is maximized as gamedenials due to time outs or other time delays are minimized because gamemanagers having low request rates can forward receive game requests tobusier gaming managers within the gaming system.

In one embodiment, the gaming system is configured as a polymorphousnetwork of game managers. A polymorphous network, as defined anddescribed herein, relates to a network of game managers having varyingnetwork interconnections between the game managers. For example, agaming network having four game managers (e.g., A, B, C, and D) may beinitially interconnected as A to B, B to C, and C to D. From gamingsession to gaming session (i.e., from game to game), theinterconnections between the game managers may change in response togaming data (e.g., local rate of play at game manager), thereby creatingnew interconnections between the game managers.

Additionally, the polymorphous network may also be a cooperativenetwork. In a cooperative network, the game managers work or acttogether for a common purpose. In one embodiment, the common purpose isallowing players at any gaming site (e.g., gaming establishment) to playagainst other players at another gaming site, same gaming site, orshared central site provided that cooperation has been arranged (ordesignated) and a link is available. In another embodiment, the commonpurpose is minimizing game delays (i.e., reducing the time between thegame request and game play). In yet another embodiment, the commonpurpose is minimizing or eliminating game denials (i.e., game request isnot satisfied).

Referring now to the drawings, wherein like reference numerals denotelike or corresponding parts throughout the drawings and, moreparticularly to FIGS. 1-4, there is shown various embodiments ofadaptable gaming system 10 for coordinating distributed gamingparticipation. Specifically, FIG. 1 shows a gaming system 10 having aplurality of game managers 12 and a plurality of groups of gamingterminals 14, which may also be referred to as a gaming machine orgaming device. FIG. 1 illustrates a gaming system 10 having four gamemanagers 12, but it is contemplated that the gaming system may have anynumber of game managers. The game managers 12 may be in the same gamingestablishment or maybe located in a plurality of gaming establishments.The game managers 12 carry out functions such as, but not limited to,gathering multiple player terminals 14 into a game session, executing agame, and notifying the player terminals of winners. The player terminal14 is an interface with a player that presents the distributed game(e.g., Class II Bingo, Lotto, or a lottery game) as well as other gamingfunctions such as, but not limited to, receiving a wager and paying outany winnings.

As shown in FIG. 1, each group of gaming terminals 14 has a directcommunication link 16 with their respective game manager 12. Accordingto one embodiment, up to 500 player terminals 14 may be coupled to eachgame manager 12. In another embodiment, the game manager 12 may supportapproximately 1000-2000 player terminals 14. The gaming terminals 14 andgame managers 12 may be in communication by an Ethernet connection,Wi-Fi connection, or other types of connections known or developed inthe art. Alternatively, as shown in FIG. 2, the gaming terminals 14 maybe connected to game manager 12 through an intermediary device such as agame controller 18. In one embodiment, the game controller 18 reportsmeters and particular game events from the player terminals 14 to thegame manager 12.

In some embodiments, the game controller has additional functionsdepending on the type of bingo game. Some bingo games are “score-based”in which the game decides an award amount based on the balls drawn, andother bingo games are “template-based” in which the bingo systemprovides a lottery-style prize to the game. If the bingo game is“template-based,” the game controller 18 creates and manages the lotterypools and subsets of the lottery pool. Additionally, the game controller18 also distributes prizes drawn from the subsets of pools in responseto a game play request from a player at the gaming terminal.

In FIG. 1, the dotted lines 18 represent the possible connectionsbetween each of the game managers 12. As shown in FIG. 1, each gamemanager 12 may be dynamically interconnected with the other gamemanagers in the gaming system 10. The connections are “dynamic” becausethe connections can change from gaming session to gaming session. It isalso contemplated that not every game manager 12 needs to be aparticipant in the gaming session. Rather, a gaming session may beformed from less than all the game managers 12. Accordingly, the groupsof game managers 12 that are members of the game session may vary fromsession to session.

Additionally, each of the game managers 12 is an “equal” to the othergaming managers. Unlike traditional hub and spoke networks, none of thegame managers 12 is a hierarchical master (i.e., a game manager thatonly communicates with a few, specific game managers). Accordingly, inthe gaming system 10 shown in FIG. 1, each game manager 12 has fullaccess to any other game manager within the system 10. The gaming system10 does not need to escalate a game request to a higher level device tofulfill a game request. Rather, the request is merely handled locally orforwarded to another game manager 12.

According to one embodiment, the game manager devices 12 include aprocessor for executing one or more algorithms for coordinating gamerequests amongst a plurality of game managers. Additionally, the gamemanagers 12 include one or more game applications that control game playand communications between the game manager and the player terminals 14.In one embodiment, the game application can also select the best host(local or remote) to satisfy a request for gaming participation.Alternatively, the software and/or hardware for coordinating gamerequests and establishing gaming sessions is independent of the gameapplication. For example, in one embodiment, the software is anindependent subsystem that routes game play messages to a host that canbest satisfy the gaming request. The software is used in conjunctionwith the game application to implement a virtual network and routing forgame play messages.

In another embodiment, the game manager 12 includes a coupler. Thecoupler establishes a communication link between two game managers 12.The coupler establishes the communication link between the game managersby either listening for requests (e.g., similar to a server) orestablishing connections (e.g., similar to a client). The couplerimplements a gaming session network using the proper program based uponthe target game manager 12. For example, the coupler would implement agaming session network (form interconnections between two game managers)using DirectX's DirectPlay peer interface if the target game manager isWindows-based applications. Alternatively, the coupler would implement agaming session network (form interconnections between two game managers)using TCP sockets. It is also contemplated that other forms of IPtransport such as, but not limited to, HTTP or HTTPS may be used toimplement a gaming session network.

Unlike traditional peer-to-peer networks, the gaming session networkformed by the network coupler does not require a session host, (i.e.,one game manager designated as the hierarchical “master” of all theother game managers). In contrast, when a connection is made between twogame managers and a socket is opened, each game manager is treated thesame (i.e., there is no hierarchy between the two game managers).Additionally, the gaming session formed by the coupler does not requireclosure (i.e., a network session is established only when all the gamemanagers are in communication with all the other game managers withinthe network). Rather, the gaming session may be formed by any number ofgame managers so long as there are a sufficient number of game requests.

The game managers 12 also include one or more ports for receiving andsending current status information that can be used to properlycoordinate and route game requests. The game managers 12 further includea game engine, which entails the actual grouping of player requests andthe execution of the central determination game. Additionally, each gamemanager is “provisioned” (i.e., given the addresses of the other membersof the cooperative) in order to properly coordinate the centraldetermination game. According to one embodiment, the game managers 12are in communication with one another via an Ethernet network, awireless network, wireless local area network, or an optical fibernetwork.

Additionally, each game manager is assigned a 64-bit identifier. Thefirst portion of the 64-bit identifier is dedicated to the IP address ofthe game manager of the requesting game. The second portion of the64-bit address is dedicated to the IP address of the requesting gamingmachine. The different portions of the 64-bit address allows game playmessages to be routed from the game manager executing the distributedgame through the game manager to which the game is connected to theappropriate game terminal. In some instances, the game manager executingthe distributed game and the game manager connected to the game terminalare the same game managers. In other instances, these game managers aredifferent game managers.

FIG. 3 illustrates how a game manager 12 handles a game request.Generally, there are two possible options of handling a request. Thelocal game manager 12 may handle the request locally or forward therequest to another (or remote) game manager 12′ in the gaming session.As shown in FIG. 3, the player terminal 14 sends a game request to thelocal game manager 12. The local game manager 12 satisfies the request(e.g., executes game) and sends a game play message to player terminal14. Alternatively, as shown below the dotted line in FIG. 3, the gamerequest is forwarded from the local game manager 12 to another (remote)game manager 12′ in the gaming session. The (remote) game manager 12′receiving the forwarded game request satisfies the request and sendsgame play back to the forwarding game manager 12. The local game manager12 then sends the game play message to the requesting player terminal14.

When the game request is received at the local game manager 12, aselection algorithm allows the local game manager 12 to determinewhether the game request should or should not be satisfied. In order forthe selection algorithm to make a proper determination of routing thegame request, each of the game managers 12 need to be appraised of thecurrent status information of all the other game managers in thesession. The selection algorithm compares the local request rate of thegame manager device 12 to the request rates of other game managers inthe session. If the local request rate is low (as compared to otherrequest rates), the local game manager 12 forwards the game requestdirectly to the game manager 12 most likely to satisfy the request.Otherwise, the local game manager will satisfy the game request if thelocal request rate is sufficient to support and satisfy the gamerequest.

FIG. 4 illustrates one embodiment of a polymorphous cooperative network40. In one embodiment, the polymorphous network 40 is composed of ageneral purpose network layer and a connection rule where game managers12 listen for other managers on an agreed port, thereby allowing asystem to establish a polymorphous network. The connection rulesestablish which game managers will initiate connections to other gamemanagers so that only one game manager in any given pairing initiatesthe connection in order to avoid any cross-connections between a pair ofmanagers. According to one embodiment, the game manager that willestablish the connection between a pairing of game managers is basedupon game manager criteria such as, but not limited to, an Internetprotocol (IP) address. For example, each game manager 12 connects toeach designated game manager with a lower IP address, and the gamemanagers will maintain the connection, as needed. Alternatively, thegame managers may be assigned different definitions that determinewhether a game manager will initiate a connection or the “local host”will initiate the connection.

In another embodiment, the host chosen upon receiving a game request mayalso be selected based upon gaming data. Gaming data may be a “localgame request rate,” which is defined as the number of game requests overa given time period received by the game manager from player terminalsconnected to the game manager. Alternatively, gaming data may be a“local game session rate,” which is defined as the number of gamingsessions occurring at a game manager over a given period of time. Inanother embodiment, the gaming data is a “local forward rate,” which isdefined as the number of game requests (from gaming terminals connectedto the game manager) forwarded over a defined period of time to anothergame manager within the network. In yet another embodiment, the gamingdata is a “local provide rate,” which is defined as the number offorwarded game requests the game manager is executing.

In one embodiment, these various rates may be smoothed out using amoving average. Additionally, the rates may be calibrated to othersettings such as, but not limited to, timeouts. In one embodiment,determinants of these rates include second-order derivatives of therates so that shifts in the rates can be quickly detected. The rate datais used to maximize the session rate (number of games presented over aperiod of time).

Referring back to FIG. 4, the following describes an example of theapplication of the rules for a polymorphous cooperative 40. As shown inFIG. 4, the game managers 12 are connected from A to B, B to C, and C toD. This example illustrates how different game managers may be used tofulfill game requests from gaming session to gaming session (or game togame). In this example, a game request originates at a gaming terminalconnected to game manager B, and there are no other game requestsreceived at other game managers A, C, and D. Accordingly, the game isexecuted locally at game terminal B. Later, a game play requestoriginates at a gaming terminal connected to game manager C. The gameplay request is forwarded to game manager B since game manager B isshowing a session rate. Game requests then start at game manager D.Although game manager C does not have a session rate, the game requestsfrom game manager D are forwarded to game manager C because game managerC is showing local game requests. Game manager C then matches its ownlocal requests with the game requests from game manager D. Game managerB, now having an insufficient number of game requests to self-sustain agame, sees a session rate on game manager C, and game manager B startssending game requests to game manager C. As a result, game manager Csatisfies the game request rather than game manager B.

Another aspect of the polymorphous cooperative includes defensivemeasures to prevent a player or players from taking advantage of thecooperative system presenting a Class 2 bingo game. Class 2 bingo gamesrequire multiple players to be grouped together for play of the bingo toproceed, and for each play of the bingo game there is typically a winnerand a loser. In order to maximize game play (i.e., the number of gamesoffered over time), the game manager may group players together havingdisparate bet amounts. In a “sleeper-beneficiary” scenario, a wilyplayer can cheat the system. In this scenario, the player occupies twoplayer terminals and places a minimum bet on one player terminal whileplacing a maximum bet on the other player terminal. The player can tellif the two gaming machines are in the same game session if the gamestart message, initial ball draw, sounds or graphics for the games areinitiated at the same time. If the player determines that the two gamingmachines are playing games in separate gaming sessions, the player willplay the games normally. If the player determines that the two gamingmachines are playing games in the same gaming session, the player doesnot daub if the low-bet terminal wins a prize. The session will time outwaiting for the low-bet daub, and the game will continue (i.e., drawsmore balls) until the high-bet terminal gets a prize. The player willthen accept the prize for the high-bet terminal as opposed to thelow-bet terminal. Otherwise stated, the small bet is the “sleeper” anddoes not accept prizes, and the high bettor is a “beneficiary” becausethe high bettor always wins (as compared to the sleeper).

In order to detect a “beneficiary” and the “sleeper” in the“sleeper-beneficiary” scenario, a game manager looks for a high bettorthat is playing against a low bettor in a gaming session. The gamemanager also looks for a situation in which the low bettor has won aprize(s) yet refuses to collect the prize(s). This player is flagged asa “sleeper.” The high bettor is the player in this scenario that acceptsthe prize(s). The high bettor is flagged as the “beneficiary.” Messagesidentifying the “sleeper” and the “beneficiary” are sent along with theaward message to the player terminals. When subsequent games are playedon the “sleeper” or “beneficiary” player terminals, a “sleeper” or“beneficiary” flag is sent along with a game request.

Once a player is identified as a “sleeper” or a “beneficiary,” certainrules are implemented for subsequent game requests until the flags arereset. According to one embodiment, the “sleeper” can only join bingogames with other players making the same or lower wager. Additionally,in bingo games the “beneficiary” may also be restricted so that the“beneficiary” is only allowed to play games with other players who havethe same wager, higher wagers, or with lower bettors that do not includethe “sleeper.” Lastly, a “beneficiary” who places a low bet cannot beplaced in a game where the “sleeper” is a high bettor. This rule guardsagainst the scenario in which the player reverses roles between the“sleeper” and the “beneficiary.” These rules apply regardless of theorder of the request arrivals and have no influence on ranking androuting of game requests.

While the “sleeper” and “beneficiary” flags may reduce participationbecause it disallows suspicious play, the flags should be reset as soonas possible. Accordingly, there are basic rules for resetting the“sleeper” and “beneficiary” flags. According to one embodiment, a cashout event by the “sleeper” and/or the “beneficiary” clears the flags. Inanother embodiment, the flags are reset after a predetermined number ofnormal game plays (i.e., game play on a game terminal that is notinvolved in sessions with suspicious refusals). In yet anotherembodiment, the flags are reset after a predetermined number of voidedgame plays (i.e., player may be an innocent novice). The predeterminednumber of games required to reset the flags may be initially set atseven games (or any other number of games). Alternatively, the number ofgames required to reset the flags may be increased if the game terminaland/or game manager detects a pattern of sleeping at a particular playerterminal. For example, ten consecutive games of non-suspicious game playmay be required to reset a flag.

Optionally, in the event a sleeper is detected, a message may be sent tocasino floor manager or other individuals at the gaming establishment tomonitor one or more player terminals. In yet another embodiment, thegaming machine(s) suspected of suspicious play presents may be a messageto the player. The message may be a basic message such as, but notlimited to, presenting the player with the option to review the rules ofthe game or presenting flashing lights or sounds with a message toaccept an award. In another embodiment, a warning message that theplayer is suspected of suspicious play is presented on the gamingmachine.

Although the invention has been described in language specific tocomputer structural features, methodological acts, and by computerreadable media, it is to be understood that the invention defined in theappended claims is not necessarily limited to the specific structures,acts, or media described. Therefore, the specific structural features,acts and mediums are disclosed as exemplary embodiments implementing theclaimed invention.

Furthermore, the various embodiments described above are provided by wayof illustration only and should not be construed to limit the invention.Those skilled in the art will readily recognize various modificationsand changes that may be made to the claimed invention without followingthe example embodiments and applications illustrated and describedherein, and without departing from the true spirit and scope of theclaimed invention, which is set forth in the following claims.

What is claimed is:
 1. A gaming system, comprising: a wireless networkof game managers, each game manager being connected with other gamemanagers in the network, wherein none of the game managers is a centraldevice configured to act as a hierarchical master, and dynamicinterconnections between game managers are based on a game managercriteria or gaming data, wherein the gaming data is a local game requestrate at the game manager, a local game session rate occurring at thegame manager, a local forward rate occurring at the game manager, or alocal provide rate occurring at the game manager; and a plurality ofgroups of gaming devices, a first group of gaming devices being incommunication with a first game manager, the first game managerreceiving game requests from the first group of gaming devices toinitiate a game, the first game manager initiating the game when asufficient number of game requests are received by the first gamemanager, and the first game manager forwarding the game requests to anappropriate game manager if the first game manager receives aninsufficient number of game requests, the appropriate game managerdecided based off the gaming data.
 2. The gaming system of claim 1,wherein the game manager criteria includes an IP address of each gamemanager.
 3. The gaming system of claim 1, wherein the plurality ofgroups of gaming devices are located at different gaming establishments.4. The gaming system of claim 1, wherein the game is a Class 2 bingogame, lotto game, or lottery game.
 5. The gaming system of claim 1,further comprising an accounting system in communication with theplurality of groups of gaming devices.
 6. The gaming system of claim 1,further comprising a player tracking system in communication with theplurality of groups of gaming devices.
 7. A gaming system, comprising: aplurality of groups of gaming devices, each group of gaming devicesbeing in communication with a dedicated game manager; and a networkcomprising a plurality of dedicated game managers, each dedicated gamemanager being dynamically interconnected with one or more otherdedicated game managers in the network, the dedicated game managersoperating in a cooperative manner to gather a sufficient number of gamerequests from the plurality of groups of gaming devices in order toinitiate a gaming session, wherein none of the dedicated game managersis a hierarchical master, wherein dynamic interconnections are based ongaming data, the gaming data being a local game request rate at the gamemanager, a local game session rate occurring at the game manager, alocal forward rate occurring at the game manager, or a local providerate occurring at the game manager, and game requests are forwarded toan appropriate game manager based off the gaming data.
 8. The gamingsystem of claim 7, further comprising a plurality of game controllers,the gaming controllers being intermediary devices between the gamingdevices and the game managers.
 9. The gaming system of claim 7, whereineach game manager further comprises a processor for operating aselection algorithm for dynamically designating a dedicated game manageras a session host for the gaming session.
 10. The gaming system of claim7, wherein the plurality of groups of gaming devices are located atdifferent gaming establishments.
 11. The gaming system of claim 7,wherein the game is a Class 2 bingo game, lotto game, or lottery game.12. The gaming system of claim 7, further comprising an accountingsystem in communication with the plurality of groups of gaming devices.13. The gaming system of claim 7, further comprising a player trackingsystem in communication with the plurality of groups of gaming devices.14. The gaming system of claim 8, wherein the network is a wirelessnetwork.
 15. A gaming system, comprising: a plurality of groups ofgaming devices; a plurality of game controller devices, each gamecontroller device being in communication with a group of gaming devices;and a plurality of game managers in communication with the plurality ofgame controller devices, each game manager being dynamicallyinterconnected with one or more other game managers in the plurality ofgame managers, the game managers operating in a cooperative manner togather a sufficient number of game requests from the plurality of groupsof gaming devices in order to initiate a gaming session, wherein dynamicinterconnections are based on gaming data, the gaming data being a localgame request rate at the game manager, a local game session rateoccurring at the game manager, a local forward rate occurring at thegame manager, or a local provide rate occurring at the game manager, andgame requests are forwarded to an appropriate game manager based off thegaming data.
 16. The gaming system of claim 15, wherein each gamemanager further comprises a processor for operating a selectionalgorithm for dynamically selecting a game manager to execute the gamerequests for the gaming session.
 17. The gaming system of claim 15,wherein the plurality of groups of gaming devices are located atdifferent gaming establishments.
 18. The gaming system of claim 15,wherein the game is a Class 2 bingo game or lottery game.
 19. The gamingsystem of claim 15, further comprising an accounting system incommunication with the plurality of groups of gaming devices.
 20. Thegaming system of claim 15, further comprising a player tracking systemin communication with the plurality of groups of gaming devices.